House Rules: Leadership Perks

The following house rules are derived from Ultimate Charisma.

Removed Perks


All Title leadership perks (and some Reputation perks) have been moved to House Rules: Reputation and can be bought with Prestige Points:

  • Artisan
  • Blood-Bonded
  • Deputy
  • Expert
  • Figure of Renown
  • Friendly Face
  • Hometown Hero
  • Martyr
  • Palm Greaser
  • Patriot
  • Quick Travel
  • Relatable
  • Sage
  • Scourge of the land
  • Skill Master
  • The Great
  • The Undaunted
  • The Undying
  • Tradesman (replaced with Master of Trade)
  • Vindicator
  • Wanderer

Leadership Perks


Armed to the Teeth (Army, Loner)

You are able to apply your equipment to mass combats.
Prerequisites: One-Man Army, character level 8th.
Benefit: While acting as a leader of a solo unit, your OM increases by 1 if you are wielding a masterwork weapon and your DV increases by 1 if you are wearing a masterwork armor or shield. If your weapon is magical, your OM increases by 2 x your weapon’s enhancement bonus instead. If your armor is magical, your DV increases by 2 x your armor’s enhancement bonus instead.

Beloved Relation (Kingdom)

Although you aren’t your nation’s ruler yet, you are loved and respected.
Prerequisites: Diplomacy 2 ranks, legitimate child of the nation’s Ruler or the Ruler’s legal spouse, Fame 20 with your nation as a Sphere of Influence.
Benefit: When acting as a nation’s Consort or Heir, you do not suffer disadvantage on leadership action checks or on the Loyalty check during the Upkeep phase when acting as Ruler.
Normal: The Consort and Heir suffer disadvantage on leadership action checks.
Special: You no longer gain the benefit of this perk the Ruler divorces you, you are believed to be an illegitimate child of the Ruler, the Ruler disinherits you, or your Fame with your nation falls below 20.

Capable Commander (Army)

You are able to lead armies with unrivaled precision.
Prerequisite: Profession (soldier) 2 ranks.
Benefit: Any unit that you are the leader of increases gains a +1 bonus to OM and on Morale checks.

Crimefighter (Kingdom)

You are especially competent at enforcing the laws of your nation.
Benefit: You gain a +2 bonus on Knowledge, Perception, Sense Motive, and Survival checks when dealing with criminals and criminal organizations. In addition, you may make Knowledge (local) and Knowledge (geography) checks untrained when dealing with criminals and criminal organizations.
    If you are your nation's Enforcer, when you attempt to use the Reduce Strife leadership action, you double the amount of Unrest reduced. In addition, any Unrest increase from a failed check is halved.
    If you are your nation's Spymaster, when you attempt to use the Counter-Espionage leadership action, the DC increase for foreign nation espionage edicts is doubled. In addition, any DC decrease from a failed check is halved.
    If you are your nation's Warden, when you attempt to use the Crackdown leadership action, you double the amount of Unrest reduced. In addition, any Unrest increase from a failed check is halved.

Effective Leader (Army, Kingdom)

You are particularly well-suited to the rigors of leadership.
Benefit: When acting in a leadership role for a nation, you gain a +1 bonus to leadership checks. In addition, when you act as a leader of a unit, you gain a +3 bonus on Morale checks. If you are also the commander of an army, the army's Morale increases by 3.

Expanded Influence (Reputation)

Word of your deeds has spread far, even beyond the borders of your influence.
Benefit: Your Fame or Infamy (your choice) with a newly-acquired Sphere of Influence increases by 5.
Special: You may select Expanded Influence multiple times. Each time it is selected, your starting Fame or Infamy (your choice) increases by 5.
Normal: Your Fame and Infamy with a new Sphere of Influence starts at the value of your Reputation.

Improved Live off the Land (Army)

You are skilled at providing for your army’s needs.
Prerequisite: Ability to grant an army the Live Off the Land boon.
Benefit: When you use the Live Off the Land boon to reduce the Consumption of an army that you command, you gain an additional 1d6 worth of supplies for every 10 that you beat the DC on a successful Morale check.
    At the GM’s decision, using this perk can cause a hex to run out of the natural resources required to sustain the army up to twice as quickly.

Influential Presence (Army)

You are able to pass your abilities onto your army.
Prerequisites: Profession (soldier) 4 ranks, ability to grant an army the Flexible Tactics boon.
Benefit: Select one class feature that you possess that can be used by a unit as an army special ability, as listed in Mass Combat: Special Abilities. Once per battle during the Tactical phase, you can grant that class feature to the unit you are leading as an army special ability for one battle round. If the unit already possesses the selected ability, increase all numeric bonuses and reduce the numeric penalties granted by that ability by 1 for the round instead. If you are also the army commander, you grant this benefit to all units in the army.

Nation Patron (Kingdom)

You greatly influence the overall atmosphere within your nation.
Prerequisite: Knowledge (local) 5 ranks or Sense Motive 5 ranks.
Benefit: Select 1 settlement statistic (Crime, Corruption, Law, Lore, Productivity, or Society). Add +1 to your nation’s settlement modifier of the chosen type. Alternatively, you may reduce the chosen statistic by 1 (minimum 0).
    If you are your nation's Spymaster, you may add or subtract your Dexterity or Intelligence modifier from one settlement statistic (minimum 0) of your choice during the nation's Decision phase.
Special: You may gain Nation Patron up to six times. Its effects do not stack. Each time this perk is selected, choose a different settlement modifier to apply its benefits to. Selecting Nation Patron multiple times does not increase the number of settlement statistics that a Spymaster can select during the Decision phase.

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